Showing posts with label Psychology. Show all posts
Showing posts with label Psychology. Show all posts

Wednesday, September 14, 2011

Stuff I like: Zen Habits

"Men are like steel. When they lose their temper, they lose their worth."
~Chuck Norris

[ http://zenhabits.net/ ] speaks for itself, mostly.

Zen is a curious thing. Difficult for me to explain to my satisfaction. Suffice it to say that watching [ Life ] and reading old zen texts is the easiest way to begin understanding the concept.

When I reach a "Zen" state, I am clear. Devoid of thought, feeling, words, and attachments.

It's not something I can maintain for very long, but it's a pleasant place to be.

[ http://en.wikipedia.org/wiki/Zen ]

Friday, June 24, 2011

Personal: Perfectionism?

Less of a sharing-content post and more of a ask-the-audience post.

While on the train today, I was conversing with a friend and I was asked a rather strange question:

"Why are you so perfect?"


I asked for clarification, because I don't think I'm perfect at all.

I make mistakes. I'm not particularly skilled at anything. I haven't done anything memorable- I'm not in any history books, and I'm likely not going to be.

I want to change that. I'm a catalyst for change in other people- I help other folks improve, I think.

Apparently I'm a condescending jerk on occasion, because I try to always improve myself and criticize others when they suggest doing something that I find to be unwise or a potential issue.

I'm not really sure how to change, though. I've been thinking about things like a vow of silence or only making positive statements or never criticizing anything, but they're all strawmen or likely to get shot down.

TL;DR: How can I change how other folks perceive me so that I appear to be less of a perfectionist and more of a personable, normal individual?

Tuesday, May 10, 2011

Deindividuation: It's more likely than you think.

Check out [ http://youarenotsosmart.com/2011/02/10/deindividuation/ ].

The whole youarenotsosmart blog is actually a really good read, to be frank.

Groupthink causes serious issues- on design teams, especially. When ideas are quashed because they don't fit the ideals of the hivemind, it silences creativity and further enforces groupthink ideals.

Deindividuation is serious business- and you should be looking out for yourself and others, stopping it before it happens.

Friday, March 4, 2011

Rambling: Minecraft as a teaching tool.

(Later, I'll put up a post about using minecraft for psychoanalysis.)


I will admit that I was once something of a Minecraft enthusiast- now I'm really more of a casual minecraft player. I occasionally check up on it and discover that new features have been added (courtesy of Notch), and I've slowly come to the realization that Minecraft possesses the potential for use as a medium for nonverbal communication.

That's a bit of an odd concept on its own, I'll admit- but there's more to it than just the words up there.

Minecraft is, at the core, a sandbox game- the player is technically free to do anything that they'd wish to do, within the constraints of physics and other in-game rules.

In playing, you need:

A mouse or other pointing device to control the direction the player faces.
Two "action" buttons (Right and Left click?)
Four directional controls (Forward, Left, Right, and Backward)
A jump key
An "Inventory" button that opens the user's "backpack". (the extraneous inventory could be omitted)
A method of selecting the active item
A "crouch" key (also omissible)


In essence, you could get away with a pointing device, a control pad, three action buttons (Clicks and Jump), and some sort of item-selection control.

You also need a screen, of course- but my point is that it presents an interface that transcends the otherwise normal association of sounds and words with images and ideas.

It's kinda difficult to think abstractly in Minecraft, given that everything in-game is concrete and (within reason) doable. There aren't any "points" in-game, only how much you possess and whether you're alive or not.

There would have to be some sort of introductory gradient- starting the player (potentially a young child) in a bare room with nothing doable except for interaction with something like a button, for instance.

This button might be linked to a dispenser, for instance, which would then drop the first tool - an ax, perhaps - into the room. A door would also be switched "open", and allow procession into another room containing a tree and another button.

That's just a suggestion of sorts- but the idea is that the level would be an introduction to the ingame world. Upon "introduction" to all characteristics of common blocks, the player would be stripped of their inventory and placed within a new level that introduces the concept of crafting- complete with more buttons for dispensing raw materials. This can be conducted with visual aids if deemed necessary, or left as a discovery-based process (which could possibly lead to confusion and/or frustration).

After they've got basics and crafting down, I might consider dropping them into the "normal" world, on the peaceful setting- once they've established a regular living cycle, they should be gently introduced to monsters- not in the same sense that they were introduced to everything else, though. The user should be introduced to monsters subtly enough so that they realize that there are malevolent forces ingame but are not inexplicably killed or otherwise frustrated by the game (a la creeper clusterfucks).

At some point they'll begin mining and discovering interesting things like redstone and saddles or records- while the rules for their operation are not inherently obvious, it might be worth introducing to the player how they work.

Within this framework, we can teach the concepts of construction, physics (and lack thereof with floating blocks), some electromechanics, and do all of this without any direct teacher-to-player communication.

More to come at a later date.

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